I don’t think Toady is capable of fixing the GOD AWFUL USER INTERFACE. Mouse support isn’t rocket science, but it’s always been minimal in Dwarf Fortress. More significantly, even assuming we were living in the early 80’s, when mice were still new and strange and keyboard was the only input you could assume everyone had… it’s still awful design. Everything is hotkey driven rather than menus, and the control elements are often inconsistent. Different keys scroll in different parts of the program. Arrow keys are usually not supported. The UI is case-sensitive. The keys that adjust width / height of a rectangle are completely arbitrary.

In short, the UI is such a mess in terms of design, it’s clear Toady doesn’t understand UI design at all, not even as well as it was understood 30 years ago. The only way the GOD AWFUL USER INTERFACE could get fixed is if someone else dictated to Toady precisely how it should work, and he listened.

The first draft of my reply actually contained a long list of those… but then I decided it would be too annoying and changed it :D

But here you go:

The UI is of course the prime issue.

The economy is without foundation. You easily create lots of value out of nothing an get “valuable” goods. Yet there is very little to do with those.

Except for happy thoughts on dwarfs. Since it is easy to create huge amounts of high quality goods and there really isn’t much to do with those your dwarfes will generally explode with happiness unless you actively restrict yourself. Just smoothing the stone in the dining room gives enough happy thoughts to cover a medium crisis. Placing a few valuable items in it will lock your happiness on maximum in every situation but the most severe catastrophes.

Trade is wonky too. Not only can you easily create huge ingame values out of nothing, there is very little to trade for it after a year or two. The single bar of metal (or five if you maxed the demand in the year before) is worth as much as a stone crafter can make in a minute. There is really little you can/want to actually buy, unless you want two dozen tamed animals every year…

Towns and villages are interconnected, providing food, building roads, waging wars in wordlgen. Yet ingame that has absolutely no effect.

Goblins/other enemies are just endless trap fodder that spawn huge amounts of worthless/“valuable” loot you have to manage.

Cooking brewing has a complex system with individual likes and dislikes, many ingredients and combinations. Yet in practise the effect is negligible. Your dwarfes will be happy to eternally eat raw plump helmets in your smoothed dining room.

Distance is calculated oddly in some cases. Materials will be gathered from the “closest” source, even if the path to that source is a hundred times as long as another one (if there is a stone one level under a mason he will take that instead of one five steps away, no matter how long the walk to that position is). Might be considered a bug.

Job progression is use based on uses not considering the ingame world. It is extremely easy to get legendary in some jobs, yet almost impossible to do so in others.

Many things ingame have no use. I have no problem with a sandbox, but DF is a heavy simulation too. Many complex chains just end without any effect on the game world.

Quite true. Well aside from the issue of making items to improve the value of Noble rooms, like high-value chests, armor stands, statues, and the like. But really valuable trade goods serve no game purpose. Toady puts together systems without any regard for in-game goals.

This is why, once players get over the hump of learning how to survive the early years, they start creating forts with weird restrictions. Like the guys creating golden pyramids. I think if you don’t get a kick out of playing with your own goals and own restrictions, you’ll burn out on Dwarf Fortress early.

Not entirely true. Goblins prove a very serious threat to new players who don’t understand the importance of setting up traps. Further, the waves get strong enough that they will overwhelm a conventional trap setup. In my experience, I had to set up a macro trap, i.e. a bridge over a chasm, to get complete invulnerability to goblins.

I really don’t think the strength of the goblin waves is a problem, though the endless crap leave behind when they die is a bit of an issue. Still, there are ways of disposing of it, just like there are ways of getting rid of all the excess junk stone.

Like much of Dwarf Fortress, there’s no significant in-game reward for doing interesting things with cooking. If you’re going to do it, you do it because you want to do it. I spent a lot of time fiddling with trying to force my cooks to make varied dishes, use flour, etc. No in-game reason, but it was diverting to set my own goals in this area.

This isn’t a game design issue like the others, it’s programming problem, and a thorny one. All AI programmers run into it sooner or later. The issue is that pathfinding is an expensive process, so it’s common to take a shortcut to deciding distance when choosing targets.

It happens that due to the nature of Dwarf Fortress tasks, Toady could write a specific pathfinder for finding the closest object in terms of path distance, and it wouldn’t be expensive in terms of computation time. But I’ve seen a lot of problems where you’d have to execute N path searches or N^2 path searches instead of 1, and that’s very slow.

Yeah, that’s Toady. He just likes to build systems whether they have any point or not. There’s a ton of stuff in Dwarf Fortress that I wish had a use, like all those exotic alloys. Billon, bismuth bronze, black bronze, fine pewter, lay pewter, trifle pewter, sterling silver, rose gold - you’ll never make any of those unless you’ve set some sort of personal goal. 99% of the time if you want something valuable, you just go with the best precious metal you have available (silver, gold, or platinum). If you want something practical, you make steel or adamantium. Copper and even bronze are a joke, since the ingredients for steel are usually readily available.

Every once in a while, I look at Dwarf Fortress and say “all these systems could make a really cool game if a real game designer took a stab at it.”

You’re making the same mistake I made when arguing against Dwarf Fortress.

The mistake is that you assume he cares about the money. It’s apparent that he does not, because you don’t need more than $25k a year to sit on your ass and eat Cheez-Its.

The real reason is that he doesn’t charge for the game.

Accept that he’s a savant and is unable to give you what you want.

And if the problem you are having is that you can set up a fort too easily and there’s nothing to do … Try a more challenging location. Glacier forts, beach forts, zombie earthworm skeleton forest forts all require you to pay a bit more attention to individual details and happiness priorities.

It’s strange how people talk about DWARF FORTRESS as though someone were trying to convince them to play and they feel compelled to rebut that person’s argument.

THE PERSON YOU ARE HEARING IS YOUR CONSCIENCE. IGNORE OR ACCEDE AS YOU WILL; IT MATTERS NOT.

Hey, hey, I’m not trying to convince anyone to play it - just that if they feel compelled to play it but have a certain problem with it, this is what they might do to help the experience.

Honestly, I’m much more likely to argue most people away from it …

He quit his job to work on DF full time did he not? Wasn’t he a professor of something or another at a college? I’m sure they pull in more than $25K a year.

So no, I don’t think I’m making a mistake assuming that he cares about money.

I’m not following that logic path the way I suspect you’d intended it …

People talk about all games this way, discussing what they do and don’t like. And when a conversation starts about what’s good and what’s not, sometimes people disagree, and state why they disagree.

This is not special to Dwarf Fortress.

Nah, if he was indeed a savant he wouldn’t release a new version then spend 3-4 weeks fixing broken code and only then proceed to work on a new release…

Maybe I’ve been playing too much Minecraft but seriously, a good interface makes or breaks a game, at least for me; if he would stop trying to implement lymphatic nodes in dwarves or whatnot and actually spent a month or two designing a new interface or hey!, I’ve got an idea, revamping how menus work so setting up your dwarven defence force and training them and getting their kit set up wouldn’t be a nightmare, maybe i’d start playing DF again.

And before I get trolled, I am perfectly aware that no one is forcing me to play and that the game is free (I donated more than once in the past though) but I do love DF and the potential it has, I’m just sorry it can’t be better and allow me to even enjoy it more.

Yeah I’m not sure what you’re saying. A professor is guaranteed income. DF is pretty shaky. He gets a nice burst of cash whenever he releases an update that makes his game better. But considering that time and time and time again he fails to structure his game into something accessible, and releases new ways to do absolutely nothing with the system he already has set up, it’s pretty easy to conclude that he doesn’t give a shit about money.

That’s silly. His playerbase would be even more niche if he actually charged for it. Word of mouth got me to try the game, but the overwhelming opinions of its inaccessible and horrid interface would keep most people from buying it.

It’s not even fair to compare DF and Minecraft, really. The changes Notch was making throughout Alpha were very visible and had an impact on the core game. Being able to bake new foods in DF for no purpose doesn’t entice new players when they still have to break through an interface roadblock.

Seriously? There were months when he was pulling in >10K a month. Would I quit my job for that? Probably. Would I have quit my job and been pulling in 2K or 4k a month? Probably not. Which is where he is now.

Did I ever donate for DF? No.

Why? Aweful interface.

Did I make comments I would donate for interface improvments: Yes!

Has that happened? No.

Did I buy Minecraft? Damn right I did. More than once.

You’re still arguing that he cares about money, but your arguments are still indicative of someone who doesn’t care about money, unless we assume he’s too stupid to understand some basic principles that would lead him towards a more sustained income with DF… and I doubt he’s stupid.

I have to agree. It’s pretty clear that money is pretty far down his list of priorities, well behind modeling cartilage.

Yes, I think he is stupid for not improving the UI and the game in general. He should be trying harder to monetize it. That was the whole point of him quitting his job, yet he is failing at his goal.

This is beautiful. Don’t stop.

While we’re both attempting to read the mind of someone we’ve never met, I’m fairly sure his goal was to have more time to spend indulging himself in his hobby project, not to monetize it. That other people happen to pay him money for fiddling with it is relevant only because it enables him to stay at home writing ridiculous simulation code.